Hints and Tips for playing TF2
Posted: Sun Oct 07, 2007 6:10 pm
These are from Steam forums...do we have others?
General Tips
- You can tell what level a sentrygun is by listening to how fast it beeps. The higher the level, the faster it beeps.
- If you're playing defense near your team's engineers, keep an ear out for the engineers yelling out that their equipment is getting sapped. If you're nearby and you act quickly, you'll be able to spot and kill the spy responsible while the engineers scramble to save their equipment.
Heavy
- When you right click with the Heavy's minigun it starts spinning without firing so you can prepare to attack faster.
- You can right click with the Heavy's melee to punch with his right hand and left click to punch with his left, occaisionally throwing an uppercut(Critical hit).
- A good way to catch your opponent off guard is to jump around a corner and start winding up your gun in midair. Right after you land, you'll start shooting.
Spy
- When using your team's teleports, blue/red essence will be flowing from you for about 5 seconds. So remember to wait for it to go away if you're a spy!
- As a disguised spy if you see an enemy medic yell out for assistance. Not only will he heal you if you're injured, but you'll look more convincing to the rest of his team if they see you paired up. When you yell for a medic when you are disguised, it will show up in their chat as the person you are imitating calling for the medic.
- As a spy, you can be healed by the enemy team's dispensers.
Demoman
- Demomen can jump a lot higher than soldiers can with their rocket jumps. Use your sticky bomb, place it on the ground, then run and jump and right click to detonate your bomb and go flying into the air. To explosive-jump properly, you crouch-jump and then detonate.
- When solely defending, place your sticky-bombs where they'll still be effective, but the enemy won't see them. Like around a door frame rather than cluttering on the floor in the doorway.
- Holding down primary fire on the sticky bomb will 'charge' the gun. The longer it's charged, the further the bomb will travel. There is a white bar under the ammo indicator showing the power building.
- An effective strategy is to place sticky bombs in highly visible places. If you are effective at playing the demoman, this will have a very significant demoralizing effect on the other team. People will start to avoid the area at all costs and send a squad of people to deal with you. This is in contradiction with hiding the stickies for defense, but both work well.
Engineer
- Jump on top of your dispenser or sentry to reach higher levels in the area to build sentries or teleporter exits in safer/more strategic areas.
- As an engineer, press secondary fire to rotate any blueprint you may have out. Your teleport exit also has a direction people will exit it from, its located on the blue print (look for the arrow). Rotate the exit so people are facing the action, not away from it.
Pyro
- If you're a Pyro and fight an enemy Pyro they will not stay on fire and will not continue to get hurt after you hit them with your flamethrower.
- The pyro's flamethrower makes an effective door blockade. You'll burn a bit of ammo on nothing, unless an enemy gets close - then hes a crispy critter, but no one will want to go through the door way and will give your team a chance to assist/respawn.
Sniper
- When you're sniping, other players can see your dot, so try and position it on a surface they can't see so they won't be expecting your shot.
Medic
- Your UberCharge bar fills up faster while healing teammates who are already injured and not maxed out at 150% health.
- You don't have to be looking at your target to be healing them, so watch your back for Spies and enemy flanking maneuvers.
- The needles from your needlegun drop down fast after being shot so make sure to aim way over your target's head and to lead your target when shooting at them from any kind of length.
Soldier
- To get maximum height out of your rocket jump, crouch-jump almost immediately before you fire the rocket beneath you.
Map Specific Tips
- As a demoman/soldier on Hydro, you can get onto the top of the roof guarding point B. This is a great place to go because the enemy will rarely look up, even if they are getting killed by you. There is no health/ammo up there though, so be careful.
General Tips
- You can tell what level a sentrygun is by listening to how fast it beeps. The higher the level, the faster it beeps.
- If you're playing defense near your team's engineers, keep an ear out for the engineers yelling out that their equipment is getting sapped. If you're nearby and you act quickly, you'll be able to spot and kill the spy responsible while the engineers scramble to save their equipment.
Heavy
- When you right click with the Heavy's minigun it starts spinning without firing so you can prepare to attack faster.
- You can right click with the Heavy's melee to punch with his right hand and left click to punch with his left, occaisionally throwing an uppercut(Critical hit).
- A good way to catch your opponent off guard is to jump around a corner and start winding up your gun in midair. Right after you land, you'll start shooting.
Spy
- When using your team's teleports, blue/red essence will be flowing from you for about 5 seconds. So remember to wait for it to go away if you're a spy!
- As a disguised spy if you see an enemy medic yell out for assistance. Not only will he heal you if you're injured, but you'll look more convincing to the rest of his team if they see you paired up. When you yell for a medic when you are disguised, it will show up in their chat as the person you are imitating calling for the medic.
- As a spy, you can be healed by the enemy team's dispensers.
Demoman
- Demomen can jump a lot higher than soldiers can with their rocket jumps. Use your sticky bomb, place it on the ground, then run and jump and right click to detonate your bomb and go flying into the air. To explosive-jump properly, you crouch-jump and then detonate.
- When solely defending, place your sticky-bombs where they'll still be effective, but the enemy won't see them. Like around a door frame rather than cluttering on the floor in the doorway.
- Holding down primary fire on the sticky bomb will 'charge' the gun. The longer it's charged, the further the bomb will travel. There is a white bar under the ammo indicator showing the power building.
- An effective strategy is to place sticky bombs in highly visible places. If you are effective at playing the demoman, this will have a very significant demoralizing effect on the other team. People will start to avoid the area at all costs and send a squad of people to deal with you. This is in contradiction with hiding the stickies for defense, but both work well.
Engineer
- Jump on top of your dispenser or sentry to reach higher levels in the area to build sentries or teleporter exits in safer/more strategic areas.
- As an engineer, press secondary fire to rotate any blueprint you may have out. Your teleport exit also has a direction people will exit it from, its located on the blue print (look for the arrow). Rotate the exit so people are facing the action, not away from it.
Pyro
- If you're a Pyro and fight an enemy Pyro they will not stay on fire and will not continue to get hurt after you hit them with your flamethrower.
- The pyro's flamethrower makes an effective door blockade. You'll burn a bit of ammo on nothing, unless an enemy gets close - then hes a crispy critter, but no one will want to go through the door way and will give your team a chance to assist/respawn.
Sniper
- When you're sniping, other players can see your dot, so try and position it on a surface they can't see so they won't be expecting your shot.
Medic
- Your UberCharge bar fills up faster while healing teammates who are already injured and not maxed out at 150% health.
- You don't have to be looking at your target to be healing them, so watch your back for Spies and enemy flanking maneuvers.
- The needles from your needlegun drop down fast after being shot so make sure to aim way over your target's head and to lead your target when shooting at them from any kind of length.
Soldier
- To get maximum height out of your rocket jump, crouch-jump almost immediately before you fire the rocket beneath you.
Map Specific Tips
- As a demoman/soldier on Hydro, you can get onto the top of the roof guarding point B. This is a great place to go because the enemy will rarely look up, even if they are getting killed by you. There is no health/ammo up there though, so be careful.